# NPV: Creating a custom NPC

## Summary

**Published**: May 13 2023 by [mana vortex](https://app.gitbook.com/u/NfZBoxGegfUqB33J9HXuCs6PVaC3 "mention")\
**Last documented update**: Dec 01 2024 by [mana vortex](https://app.gitbook.com/u/NfZBoxGegfUqB33J9HXuCs6PVaC3 "mention")

This page is a part of the [NPV guide](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/npcs/npv-v-as-custom-npc). It will show you how to use the [provided example project](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/npcs/npv-v-as-custom-npc/..#preparation) to create a custom NPC for Cyberpunk 2077, whom you can then spawn with AppearanceMenuMod.

It will give you an overview over the control files and tell you how to pull in the right meshes (and appearances).

### Video guide

{% hint style="success" %}
[Sh00kspeared](https://app.gitbook.com/u/pLUiO9EK9NgxqLuozrAjU1uMiPx2 "mention") created two video guides for this (November 2024 and January 2024). You can find a tutorial on body and head components [here ](https://www.youtube.com/watch?v=GP9Crg8tkIg\&t=2s)and a tutorial on clothing components [here](#video-guide).
{% endhint %}

### Wait, this isn't what I want!

* How about [amm-custom-npcs](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/npcs/amm-custom-npcs "mention")?
* Find a more detailed guide about adding components to NPC app files under [appearances-change-the-looks](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/npcs/appearances-change-the-looks "mention"). This may help you if you get stuck!

### Prerequisites

This guide assumes that

* you already have a head mesh (see [this section](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/npcs/npv-v-as-custom-npc/npv-preparing-the-head-in-blender) otherwise)
* that you're using a set of default paths (if not, you will have to adjust)
  * the corresponding files are in either of these folders\
    `tutorial\npv\your_female_character\head`\
    `tutorial\npv\your_male_character\head`
  * the meshes are named like their in-game equivalents, e.g. `h0_000_pwa_c__basehead.mesh` (if not, you will have to adjust)

## Skipping and skimming

This guide contains as little fluff as possible, and since much of it has been covered in other guides, extra information will be contained in the **links**. These will be annotated as clearly as possible with what you need to read and what's optional.

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-c0644f3e5cc8cc1c33372cfb97dd55fbbb715c28%2Fslow_down_kitten.jpg?alt=media" alt=""><figcaption></figcaption></figure>

If you're skimming in this guide, you **will** end up making mistakes. **Read thoroughly**. If at the end of a section you aren't where the guide says you're supposed to be, fall back and double-check your process. If you still have trouble, you can hit us up on [discord](https://discord.com/invite/redmodding) in the `#mod-development` channel.

{% hint style="success" %}
Remember that at any time, you can check your progress by [spawning your custom character](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/npcs/npv-v-as-custom-npc/..#check-if-it-works).
{% endhint %}

## How everything hangs together

{% hint style="info" %}
This section will explain what the template files do and how they hang together. You do not need to follow links; they add extra information or context if you want them.

If you like suffering, you can rely on the "fuck around and find out" approach, but I recommend at least reading through it.
{% endhint %}

In the end, an NPV is just a [custom prop](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/3d-modelling/custom-props) with a god complex. For that reason, the [file structure](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/3d-modelling/custom-props#with-variants) is the same (it's just a lot more complex, because you have more than 4 components).

If diagrams help you, then [click on the link](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/3d-modelling/custom-props#with-variants) to see one.

## The .lua file

We're registering our NPC with AppearanceMenuMod via a .lua file, which needs to end up in AMM's `Custom Entities` folder. The full path in the Cyberpunk directory will be this:

`bin\x64\plugins\cyber_engine_tweaks\mods\AppearanceMenuMod\Collabs\Custom Entities`

I have prepared two example files in the Wolvenkit's project's `resources`. Delete the one that you aren't using, then let's take a look at the other one:

`tutorial_custom_female_character.lua`

`tutorial_custom_male_character.lua`

### The file content

This is the file content for the female example:

```lua
return {
  -- Your beautiful name :)
  modder = "tutorial",

  -- This must be UNIQUE so be creative!
  -- NO SPACES OR SYMBOLS ALLOWED
  unique_identifier = "tutorial_female_character",

  -- This is the info about your new entity
  entity_info = {
  -- name: The name that will be shown in the Spawn tab
    name = "Tutorial Woman",
  -- path: The path to your entity file. Must use double slash bars \\
    path = "tutorial\\npv\\your_female_character\\_your_female_character.ent",
  -- record: This is the TweakDB record that will be used to add your character. More information below.
    record = "Character.afterlife_merc_fast_melee_w_hard",
  -- type: Character or Vehicle
    type = "Character",
  -- customName: Set this to true if you want the name you set here to appear in AMM Scan tab.
    customName = true
  },

  appearances = {
    "tutorial_woman_casual", 
    "tutorial_woman_business", 
  },  

  -- Here you can pass a list of attributes from different records to be copied to your new character.
  -- More information below.
  attributes = {
  },
}
```

It loads our [root entity](#the-root-entity) from `tutorial\npv\your_female_character\_your_female_character.ent`. That's the file which tells the game what to load.

{% hint style="success" %}
You can and should change this file — see the inline documentation above for what to change. To do that, you can use a text editor such as [Notepad++](https://notepad-plus-plus.org/downloads/).
{% endhint %}

## The root entity

You find the root entity for your character here:

```
tutorial\npv\your_female_character\_your_female_character.ent
tutorial\npv\your_male_character\_your_male_character.ent
```

{% hint style="info" %}
[Would you like to know more?](https://github.com/CDPR-Modding-Documentation/Cyberpunk-Modding-Docs/blob/main/for-mod-creators-theory/files-and-what-they-do/entity-.ent-files#root-entity) (You don't need any of this information to finish the guide.)
{% endhint %}

The root entity hooks up your .app file and the appearance names in the .lua file, and that's about everything there is to say about it. Here's how it looks:

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-15b04c7d2f220da904cf2bdc1b6f6ecca18b951b%2Fnpv_root_entity.png?alt=media" alt=""><figcaption><p>Adjust entries as needed. If you want to</p></figcaption></figure>

{% hint style="success" %}
If you want to add more appearances:

* duplicate an existing entry
* change the last key `name` to match the one in your .lua
* change the first key `appearanceName` to the one you want to put in your `.app`
  {% endhint %}

Let's look at the .app file now.

## The app file

{% hint style="info" %}
You can find a more detailed guide about adding stuff to .app files under [appearances-change-the-looks](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/npcs/appearances-change-the-looks "mention"). It's optional, unless you're really stuck.

[Do you want to know more?](https://github.com/CDPR-Modding-Documentation/Cyberpunk-Modding-Docs/blob/main/for-mod-creators-theory/files-and-what-they-do/appearance-.app-files) (You don't need any of this information to finish the guide.)
{% endhint %}

This section will tell you how to edit your NPV's appearance – their skin colour, chrome, piercings, tattoos. We will do this in the .app file.

{% hint style="danger" %}
When changing component names, you want to leave the [#component-prefixes](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/3d-modelling/garment-support-how-does-it-work#component-prefixes "mention") (`t0_`, `hx_`) in place — the game needs them!
{% endhint %}

An .app file holds a number of **appearances**. These are connected by **name** to your entity file:

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-be557a8f80008581f8ec6c183732c5f1faf1291c%2Fnpv_ent_to_app.png?alt=media" alt=""><figcaption></figcaption></figure>

Inside each `appearanceDefinition` (appearance for short), the `components` array defines your NPC's properties. This is where the game is told to pull in facial expressions, animations, hair, skin, and equipment.

This is where all of your NPC's appearances are defined (`appearanceDefinition`, linked to the root entity via `name`). The appearanceDefinition's components **define** your NPV's properties, such as

* animations
* their shadow
* hair
* body
* clothes

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-e25109841266300a2395ff72deaf4085ac7ee4b3%2Fnpv_app_structure.png?alt=media" alt=""><figcaption><p>Keep the prefixes in your component names (<code>hx_</code>, <code>l1_</code> etc) - they're used by various other mods, among them EquipmentEx</p></figcaption></figure>

### Step 1: Cleaning up

Deleting meshes from the mod's files left you with a bunch of inactive components. If you start the game now, there's a chance that you might **crash**.

Wolvenkit's [File Validation](https://app.gitbook.com/s/-MP_ozZVx2gRZUPXkd4r/wolvenkit-app/file-validation "mention") will help you finding the components that you can delete.

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-b293bdf320bffb5dfe0adb65214b03bf2321711c%2Fimage.png?alt=media" alt=""><figcaption></figcaption></figure>

Their names will show up in the log:

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-275378b579baa49459ab627e4a59f5ad31d3fb16%2Fimage.png?alt=media" alt=""><figcaption><p>That's normal, you just deleted those files!</p></figcaption></figure>

Go through the appearances and delete all components that File Validation warned you about. After that, you're good go customize your NPC!

### Step 2: Customizing

The next section, [#how-do-i-know-what-to-put](#how-do-i-know-what-to-put "mention"), will help you find the right appearance names.

If you feel completely lost, you can read up on [how to change NPC appearances](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/npcs/appearances-change-the-looks) – the concept is exactly the same.

{% hint style="success" %}
[File Validation](https://app.gitbook.com/s/-MP_ozZVx2gRZUPXkd4r/wolvenkit-app/file-validation "mention") will help you by detecting broken links: keep an eye on Wolvenkit's log when you save a file.
{% endhint %}

#### Adding another component

If you need more components than you have, you can **duplicate** an existing one:

* Select and right-click
* Duplicate it from the context menu
* Change the key `name` to something unique
* Change the `depot path` to the relative path of your mesh

#### Adding another appearance

To create more appearances, you can also duplicate an existing entry:

* Select and right-click
* Duplicate it from the context menu
* change the key `name` to match the one in your root entity
* change the components

### How do I know what to put?

If you prefer to do things the hard way, you can head to [cheat-sheet-character-creator](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/references-lists-and-overviews/cheat-sheet-character-creator "mention") and look up your individual parts. Otherwise, I suggest that you use NoraLee's excellent [NPV Part Picker](https://noraleedoes.neocities.org/npv/npv_part_picker).

{% hint style="info" %}
The part picker does not yet support the appearances added after 2.1. Our [cheat-sheet-character-creator](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/references-lists-and-overviews/cheat-sheet-character-creator "mention") is up-to-date, though!
{% endhint %}

It will look like this:

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-960635be63cbc4a06eb06ff8a112aa1255a4b0fb%2Fnpv_guide_part_picker_preview.png?alt=media" alt=""><figcaption><p>Find it at <a href="https://noraleedoes.neocities.org/npv/npv_part_picker">https://noraleedoes.neocities.org/npv/npv_part_picker</a></p></figcaption></figure>

{% hint style="success" %}
The NPV picker does this for you, but here's how to select your eyebrow appearance by hand:

* open up the mesh file and expand the first list `appearances`
* see a bunch of entries with naming schemas like `colour_01`
* the numbers correspond with the type of eyebrow in the character editor (look them up [here](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/references-lists-and-overviews/cheat-sheet-head/hair))
* Select the correct colour and appearance number
  {% endhint %}

The values you found out will go into the **components** in your NPV's .app file.

#### The NPV picker gives me a chunkMask...?

This property is used for **hiding** parts of a mesh. If the part picker gives you this number, simply paste it into the corresponding box in your component:

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-4174e5247723d854b2a3f7ae2ed69ee6665f99ed%2Fchunkmask.png?alt=media" alt=""><figcaption></figcaption></figure>

{% hint style="info" %}
You can learn more about this under [submeshes-materials-and-chunks](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/files-and-what-they-do/file-formats/3d-objects-.mesh-files/submeshes-materials-and-chunks "mention"), but this is not necessary for the tutorial.
{% endhint %}

### Customizing Cyberware

{% hint style="info" %}
If you skip this step, you will end up with invisible cyberware or the wrong colour/appearance.
{% endhint %}

When selecting a different cyberware than the preconfigured one, you **have** to set the appearance name, or the whole thing will show up in grey. The appearance names are usually identical to the cyberware (`cyberware_01`, `cyberware_02` etc.), but if you are uncertain, you can also open the mesh file and check the `appearances` list at the top.

For cyberware added after 2.2, please see [cheat-sheet-head](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/references-lists-and-overviews/cheat-sheet-head "mention") -> [#cyberware](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/references-lists-and-overviews/cheat-sheet-head#cyberware "mention")

{% hint style="info" %}
Wolvenkit's [file validation](https://app.gitbook.com/s/-MP_ozZVx2gRZUPXkd4r/wolvenkit-app/file-validation) triggers when you save a file, and it will help you to spot mistakes.
{% endhint %}

### Customizing eyelash colour

If you do not want to customize your eyelash colour, you can skip ahead to [#customizing-piercings-and-chrome-chunkmasks](#customizing-piercings-and-chrome-chunkmasks "mention").

To set your custom eyelash colour, you need to set it inside the mesh file (as the player's eyelashes are coloured independently from the eye).

1. Open up the mesh file `he_000_pxa_basehead`. You can find it in your project browser, or open it from the component:

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-587848ac1eabaacbf4f90eff565e39826836cbb2%2Fnpv-eyelash-color-1.png?alt=media" alt=""><figcaption></figcaption></figure>

2. Find and expand the appearance you are using (the same you set in the `.app` file).
3. Find the chunk saying `eyelashes_MAT` (respectively `eyeMat3` for mV) and change its value to the correct eyelash colour (e.g. `eyelashes__blue_steel`).
4. Save the file
5. **Optional:** If you want, you can clean up the eye mesh now. Check the eyes before you do!
   1. Select the appearance you are using, then right-click to open the context menu
   2. Hold Shift and select "delete everything but selection"
   3. From the `Clean Up` menu, select "delete unused materials"
   4. Save the file again

### Customizing piercings and chrome: Chunkmasks

{% hint style="info" %}
If you skip this step, you will end up with the wrong or too many piercings and cyberware.\
To learn more about chunkmasks, check [this wiki page](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/files-and-what-they-do/file-formats/3d-objects-.mesh-files/submeshes-materials-and-chunks) (if you can do it with the information below, you don't need to)
{% endhint %}

You have the full piercing or cyberware file, but you're only using parts of it — yet the game stubbornly shows you the whole mesh.

Fortunately, you don't have to edit it in Blender, because you can hide the parts you aren't using via chunkmasks.\
Find the `piercing` or `cyberware` component in your `.app` file:

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-cfd8f1b0ed3058423a53ed95dbc29ea0b45ecfdb%2Fnpv_piercings_chunkmask_1.png?alt=media" alt=""><figcaption><p>This is where you can turn off submeshes</p></figcaption></figure>

#### How do I know which numbers to put?

You can see that inside the .mesh file (which you can see in the component's `depotPath`). Open it in Wolvenkit, then switch to the [Mesh Preview](https://app.gitbook.com/s/-MP_ozZVx2gRZUPXkd4r/wolvenkit-app/editor/file-editor/preview#mesh-preview) tab and toggle the checkboxes on the right; those directly correspond to the boxes you need to uncheck in the `.app` file:

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-78817b53dfcc486c6a74bcd8025f30ee466a6904%2Fnpv_piercings_chunkmask_2.png?alt=media" alt=""><figcaption><p>Here we see the indices of these three submeshes: this is what we need to uncheck in the .app file</p></figcaption></figure>

To hide those bits in the .app, we simply need to uncheck the corresponding boxes - check the previous screnshot!

### Adding stuff to an appearance

The easiest way to add components is to duplicate an existing component.

#### For a single appearance

For a single appearance, **right-click** an existing component, and edit the properties:

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-586691fed94d00685867569ab84732192b59cc47%2Fimage.png?alt=media" alt=""><figcaption><p>Make sure your component names are unique!</p></figcaption></figure>

#### For all appearances

To edit all appearances, use the menu bar entries under `Appearances` -> `Edit Components.`

1. Select "Create new component from existing"
2. Use the filter to find an appearance that you want to duplicate (e.g for a clothing item, duplicate a clothing component)
3. Give the component a **unique** name! You need this in the next step

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-35ad6eec354afb8d5c4aa69a810251aa6b67d620%2Fnpv_adding_component_duplicate_existing.png?alt=media" alt=""><figcaption></figcaption></figure>

4. Now, use "Change mesh component properties"
5. For "New component name", select the one from step 3
6. The other properties should be self-explanatory — this will edit the component's depot path, mesh appearance, and chunk mask.

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-a7f3b3b3aa58fb4e5a6574e84552e603e208460c%2Fnpv_adding_components_properties.png?alt=media" alt=""><figcaption></figcaption></figure>

7. If you need to change more about your component, use the [Editor Toolbar #Search Bar](https://app.gitbook.com/s/-MP_ozZVx2gRZUPXkd4r/wolvenkit-app/editor/file-editor/editor-toolbar#search-bar "mention") to display only your new component across all appearances.

## Adding modded items

For a step-by-step guide on how to add items from mods to your NPV, check [appearances-change-the-looks](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/npcs/appearances-change-the-looks "mention") -> [#adding-items-from-mods](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/appearances-change-the-looks#adding-items-from-mods "mention")!

## Hair

This section will teach you how to add another hair mesh to your NPV. We will first remove the default hair, then replace it with the one you want.

{% hint style="info" %}
To use modded hair, find the correct files [inside the mod](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/analysing-other-mods) and add them to your project.

If you want to look up in-game hairs, check [hair](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/references-lists-and-overviews/cheat-sheet-head/hair "mention")

For more information on **hair files**, check the [basic-hairstyle-replacement-tutorial](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/npcs/guides-all-about-hair/basic-hairstyle-replacement-tutorial "mention")
{% endhint %}

1. Delete the current hair from the .app — there should be 2-3 components, their names will start with either `hair_` or `hh_0`
2. Find the correct hair mesh. You have three options for this:
   1. Looking it up on [our nifty list](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/references-lists-and-overviews/cheat-sheet-head/hair#name-in-files-by-index)
   2. Using [NoraLee's NPV Part Picker](https://noraleedoes.neocities.org/npv/npv_part_picker)
   3. Filtering the files and clicking through their previews:\
      female: `base\characters\common\hair > wa_ > .mesh > !shadow`\
      male: `base\characters\common\hair > ma_ > .mesh > !shadow`
3. Enter the name of the hair mesh that you want to use into the Asset Browser's search bar (see next screenshot) and hit Return.
4. Once you have found the correct mesh file, right-click it and select "Find Files Using This":

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-ad6894f5f197b321f3059aef93309cf35e3bea19%2Fnpv_finding_hair_files.png?alt=media" alt=""><figcaption></figcaption></figure>

4. This will give you a list of files, which you can mostly ignore.\
   The only thing we care about is the hair's control file, which is usually an `.ent` file:

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-75703e5b547ce7eb7fbc4cd6e88bd4e3335fb608%2Fnpv_hair_filtering.png?alt=media" alt=""><figcaption><p>This is how you find the hair's .ent file</p></figcaption></figure>

{% hint style="info" %}
Some hair mods don't use an .ent file. In this case, the components will be inside the .app file's appearances, similar to NPC apps. You can copy the entire `components` array of the appearance that you want to use.\
If there are multiple files, check which one uses the **most** components per appearance.
{% endhint %}

5. Open the `.ent` file and expand the `components` array. You will find three components in there, which you can now copy over to your `.app`!

<figure><img src="https://1427525421-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F4gzcGtLrr90pVjAWVdTc%2Fuploads%2Fgit-blob-8eb5fd1c0c4b5126a579c60ee58e216f9adafd13%2Fnpv_hair_ent_file.png?alt=media" alt=""><figcaption><p>Copy these and move them over to your .app</p></figcaption></figure>

## The body

As of version 2.2.0, the body mesh and arms are included for easier replacing.

The process is the same as what you did with the hair: find the files in the mod, add them to your project, move them to your NPVs folder and customize them to your liking.

You can find more information at [cheat-sheet-body](https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-creators-theory/references-lists-and-overviews/cheat-sheet-body "mention") (which also contains the tattoo paths).

### And that's the gist of it!

Go forth and create custom apperances!

You can [check this guide](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/npcs/appearances-change-the-looks), or look through the .app files for other NPCs for ideas. If you need further details, I highly recommend checking out NoraLee's [much more detailed tutorial](https://docs.google.com/document/d/1clFJhpi7H5jk73vUQPnjIwjkuQV6VnYkKMoXt1eYMb0/edit), which will also give you all the context you could possibly need.

For guides on how to export a whole animated character to Blender, you can check [here](https://wiki.redmodding.org/wolvenkit/guides/modding-community/exporting-to-blender/exporting-rigs-and-anims).

{% hint style="danger" %}
Please remember that **before sharing your NPV**, you **have** to change the paths! You can find a full guide on the fastest way to do that [here](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/items-equipment/moving-and-renaming-in-existing-projects).
{% endhint %}

{% hint style="success" %}
Don't forget, you can **pack** the Wolvenkit project by pressing the green button in Wolvenkit's toolbar, spawning `Tutorial Man` and `Tutorial Woman` via AMM to check out your progress.
{% endhint %}


---

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